Heartbound Weapon

by TheConflictedWriter

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Heartbound

Weapon (any, typically a sword), shield, or spellcasting focus (any, typically a rod), artifact (requires attunement)

A heartbound is a tool of legend. Originally crafted for monks that had striven to maintain a balance between the forces of light and dark, the secrets of cradting such weapons were shared with the world, for better or worse. A heartbound is, most commonly, forged out of the power of a person's heart, making the weapon the literal strength of their heart. However, it's possible to gain a heartbound from someone else. This is most often a teacher to a student, but another stealing a heartbound has happened plenty of times in history.

The original purpose of a heartbound was to protect the multiverse, as the weapon gives one the power to traverse the 'doors' between them, able to walk between planes with relative ease. A person wielding a heartbound is one of the very, very few people that can navigate the the world that connects all worlds, Sigil, The City of Doors, and it's hidden, winding pathways, and are thus well loved by the traders that a heartbound wielder decides to work with. They are also the only people the Lady of Pain, Sigil's mysterious ruler, won't destroy on sight so long as they respect her all the other ways known to respect her.

In a time long past, a great war was had between several wielders of their own heartbound, vying for control of a powerful force thought to be the source of all life. Light and darkness, good and evil, souls and hearts. Even all gods supposedly came from this creation force. All who fought in this war carried a heartbound, and there were almost no survivors. Due to this, heartbound belonging to those with particularly strong hearts were scattered across the many worlds, existing in either physical forms or as amorphous energy. In the latter case, it's possible for a heartbound to appear to someone in dire need or with a particularly strong heart. In some worlds, it's possible for someone to have a heartbound and never know its origin.

The creation of a heartbound requires a special ritual, which must be led by a wielder of a heartbound who is at least level 13, with the wielder who wants to turn their heart into power present during its entirety. The ritual is performed over the course of a work week, using 3000 GP worth of materials representing a specially treated version of the desired materials and magical tools used to transfer power into the heartbound, gaining the strength of the desired wielder's heart. The weapon will gain any special properties of the material used, along with other special properties decided by the desired wielder's heart, affecting the weapon's appearance and abilities.

For example, a chosen wielder with an affinity for water and magic might make a weapon that reflects a flowing stream that sparkles like diamonds. But if the wielder thinks of a stormy sea, their weapon could reflect the a harsh wave, or have a spark of lightning. The types and styles of heartbound are as infinite as the hearts of people.

Upon creation, a heartbound is given a name by its wielder. This name becomes etched into its very being; anyone who wields and becomes attuned to a heartbound immediately knows its name and its abilities they are high enough level to use.

Heartbound Properties

The following assumes you are making a heartbound after completing the special ritual. If you find a heartbound, often its properties will be decided beforehand. A heartbound can change itself to suit the new wielder if the heart behind it is flexible enough. The section at the end of this document has example heartbound.

A heartbound will also not give all its abilities to a wielder immediately, even if its previous owner trained hard with the weapon. The power of a heartbound is determined by, of course, the wielder's heart. The heart it was made from merely decides the form of this power. At 1st, 5th, 9th, 13th, and 17th level, a heartbound will give its wielder new abilities regardless of how long they've possessed their heartbound, so long as the weapon allows itself to be wielded.

Chosen. Heartbound possess a vague, hard to define form of sentience. While a heartbound seemingly has no definition of good or evil, as anyone can wield a weapon, a heartbound tends to favor those with stronger wills. To use a heartbound, a creature must have a Intelligence, Wisdom, or Charisma score of 12 or higher, but may choose not to allow someone to wield it anyway. Heartbound choose their wielders as much as wielders choose their heartbound, and a wielder can only ever have one at a time.

Bound to Your Heart. When a heartbound is yours, it is part of your being. While attuned to a heartbound and holding it, you are able to dismiss it to the confines of your heart, no action required, and the weapon does not appear anywhere on your person. You are then able to summon it to your hand as a bonus action.

If the heartbound is within 60 feet of you and you are able to see it, you can use a bonus action to summon it to your hand, the weapon teleporting to you. If another creature is holding your heartbound while you are trying to summon it and wishes to keep it, you both make an Intelligence, Wisdom, or Charisma check in a contest (each creature chooses). If you win, the weapon returns to your hand. If the opposing creature wins, it stays in their grasp.

A Special Heart. Every heartbound is born from someone's heart, so is often shaped by their quirks. Like many artifacts, a heartbound bears properties that can be randomly decided. Unlike the to more helpful and hampering minor beneficial and detrimental effects, these quirks tend to manifest in small ways, though using those effects found in the Dungeon Master's Guide (pg. 219) would be a good place to start. Typically, a heartbound will exasperate a good and bad quality of a person's heart. These effects are determined at the weapon's creation and, while attuned, impose these effects on the wielder.

When making a heartbound's effects, consider what the person was like who it was originally made from. If they liked animals and got along well with them, the positive quirk might be proficiency in the animal handling skill. If they were shy around other people, it might impose disadvantage on Charisma checks while in a room of multiple people.

This effect applies even if the heartbound being used is from one's own heart; it merely exacerbates qualities they already have, as their heart is now being shown clearly. This might manifest positively in gaining advantage on a skill the character particularly likes, or an increase in swimming or walking speeds. It might manifest negatively by making their flaw more intense, gaining disadvantage in a skill they don't have proficiency in, or finding it harder to connect to other people. Whatever the effects, they should be somewhat unique to each heartbound.

Destroying a Heartbound Weapon. Generally, a heartbound can never be completely destroyed. While it's physical form can be destroyed the same way a normal object of it's nature could be, it will reform in the wielder's heart instantly, or appear somewhere else on its current plane in a dulled state, waiting to be awakened.

The original wielder whose heart made the heartbound must have any influence they've had on existence be completely removed. This is basically impossible, as even a Wish spell might not manage that.

Style

A heartbound can take on many forms, but the initial form it takes represents the focus of its abilities. This gives the heartbound additional effects as its wielder grows stronger. Choose Sword, Shield, or Rod. This choice effects what abilities the heartbound gains in all features for it.

  • Sword. The heartbound weapon takes on the form of a typical weapon. Choose any weapon you are proficient with. The heartbound weapon gains that weapon's properties. If the weapon requires ammunition, the weapon magically creates it as needed. If the weapon has the thrown or light property, you can make multiples of the weapon appear in your hands on your turn while attacking, but only for the purpose of attacking (for all intents and purposes you still only have one weapon that you can be disarmed of and any copies of your weapon vanish after a few seconds). This includes while using a bonus action to attack while using two weapon fighting.

  • Shield. Your heartbound takes on the form of a shield, gaining all the normal properties of a shield. You can attack with your heartbound shield. Your shield has the finesse property and deals 1d6 bludgeoning damage on a successful hit. You must be proficient with shields to use this heartbound weapon.

  • Rod. Your heartbound weapon takes on the form of a magical focus to be used for spellcasting. The focus can be anything from a wand to a rod to a staff to a lute to a sitar. The shape of the focus does not matter; no matter your class, a heartbound focus can be used to cast spells. When you make a heartbound focus, choose a damage type for this magical focus. When you deal the chosen damage type, you can roll the damage dice twice and take the higher result.

    The heartbound weapon can be used as a physical weapon. It has the finesse property and deals 1d4 bludgeoning damage. You must have the spellcasting feature or pact magic feature to use this weapon.

Regardless of the shape the weapon takes, the heartbound is considered magical and can be used as a spellcasting focus for any spells you know.

Heartbound Magic

Every heartbound manifests its original wielder's heart in the form of magic. Each heartbound receive a cantrip and five spells, level 1st through 5th, that they gain at different total class levels.

  • Sword and Shield. The heartbound weapon or shield bestows a cantrip to the wielder. You gain a 1st level spell at 2nd level, a 2nd level spell at 5th level, a 3rd level spell at 9th level, a 4th level spell at 13th level, and a 5th level spell at 17th level.

  • Rod. The heartbound focus bestows a cantrip to the wielder. At 1st level spell you gain a 1st level spell. You gain a 2nd level spell at 3rd level, a 3rd level spell at 5th level, a 4th level spell at 7th level, and a 5th level spell at 9th level.

While attuned to a heartbound, you know the spells of the appropriate level to your weapon. Your spellcesting ability for these spells is Intelligence, Wisdom, or Charisma (chosen at the weapon's creation). You are able to cast each spell of 1st level and higher the heartbound bestows you once, and regain each use of a spell after finishing a long rest. At 13th level, you regain the use of these spells after finishing a short or long rest. While attuned to a heartbound, these spells are also considered spells for any spellcasting class you have levels in, and can spend spell slots to cast these spells if you possess them. You must have your heartbound in your hands to use the spells it bestows on you.

You treat your heartbound as the material component for spells it has, ignoring GP value of materials. A material component that is consumed must be used as normal spellcasting rules.

The spells a heartbound gain are a reflection of the original wielder's heart, and are decided at the weapon's creation. As much as they are a reflection of who the wielder is, they can be just as much a reflection of what the wielder wants to be for the spells they are not yet high enough level for. The spells are typically themed around an element or a idea, such as electric damage, thievery, or light. Once the spells have been decided for a heartbound, they cannot be changed under normal circumstances. A heartbound may change its spells to match its new wielder, but will generally try to have a similar theme in the spells chosen.

Talk to your DM about what spells you want your heartbound to possess and what theme it should have.

Growing Power

As you travel the world and the worlds, the connections you make, for better or worse, strengthen your heart. Your heartbound grows in power as you do. This power starts to manifest at 5th level.

  • Sword. Your heartbound weapon becomes a finer and finer weapon as your heart becomes stronger. At 5th level, your weapon gains a +1 bonus to attack and damage rolls. At 9th level this becomes a +2 bonus. At 13th level this becomes a +3 bonus. At 17th level, this becomes a +4 bonus. You cannot be wielding a shield or a different focus for spellcasting at the same time as your heartbound weapon and gain this benefit.

  • Shield. You become more adept with using your shield, understanding that one should guard themselves with their heart, not guard their heart. At 5th level, your heartbound shield provides a +1 bonus to your AC. At 9th level this becomes a +2 bonus. At 13th level this becomes a +3 bonus. At 17th level, this becomes a +4 bonus. You cannot be wielding a weapon or different focus for spellcasting at the same time as your heartbound shield and gain this benefit. This bonus is in addition to the normal AC bonus provided by a shield.

  • Rod. Your heartbound focus's control of magic becomes ever more powerful. At 5th level, you gain a +1 bonus to your spell attack modifier, and a +1 bonus to your spell's saving throw DC. At 9th level this becomes a +2 bonus. At 13th level this becomes a +3 bonus. At 17th level, this becomes a +4 bonus. You cannot be wielding a shield or weapon at the same time as your heartbound rod and gain this benefit.

On Different Classes Getting Different Weapons

As a rule of thumb, the sword and shield heartbound are meant for martial classes, like the fighter, paladin, or monk, while the rod is meant for 'full casters' like wizards and clerics. A DM might want to forbid a martial class from taking the rod as their heartbound, as this will give them access to powerful magic they should not normally have access to, and the same with a full caster taking a sword heartbound gaining access to powerful martial abilities.

However, it can be fun to have access to abilities a character might not normally have, giving a completely different feeling to a character. Being a paladin with access to powerful magic they might not normally have can be fun, and being a cleric that can attack multiple times and throw their weapon can be fun. Players and DM's should agree on what sort of adventure and powers they want beforehand. The DM can remove the restriction of needing to be proficient with a weapon or shield to use it if they think it's appropriate.

Formchange

Also at 5th level, the heartbound gains the ability to unleash a hidden strength in a short burst of power, tranforming in an effect called formchange. As a bonus action, the heartbound can transform into an enhanced version of itself, or another weapon entirely. Typically this means the weapon gets bigger, but it might mean the weapon becomes swifter. This transformation lasts for one minute and you can use it once. You regain your use of this feature after you complete a short or long rest. You can choose to end your heartbound's formchange on your turn (no action required).

While formchanged, the new weapon gains a damage type other than piercing, slashing, or bludgeoning. The new form, its properties, and extra damage types are decided at the weapon's creation, with bonuses and restrictions based on the type of heartbound it is.

Forchange is magical in nature and if a formchanged heartbound enters an anti-magic field, the transformation ends.

  • Sword. The new weapon can be any weapon, and you are proficient with the weapon while formchange. A ranged or thrown weapon has the same bonus properties as listed under the style section of this document. While formchanged, your weapon gains the properties of both weapons, ignoring the heavy property if the new weapon possesses it, the weapon losing the light property if the new weapon has the two handed property or the versatile property, and losing the versatile property if the new weapon has the two handed property. The higher damage dice of the two weapons is used for the formchanged weapon. For example, if your weapon started as a scimitar but formchanges into a pike, the new weapon would keep the finesse property and gain the reach and two-handed property while being able to do slashing or piercing damage, and the damage dice becomes 1d10.

    If the weapon formchanges into a ranged weapon from a melee weapon or vice-versa, the new weapon can be used as both a ranged weapon and a melee weapon. In either case, the higher damage die is used.

  • Shield. The new weapon can be any melee weapon, and you are proficient with the weapon while it's formchanged. If the new weapon has the two-handed property, the shield loses its versatile property, and the higher damage dice of the two weapons are used. You are proficient in the new weapon. While formchanged, your heartbound shield still has all the properties of being a shield and is still a finesse weapon. You are proficient in the new weapon.
  • Rod. The damage type for your formchanged rod is the same as the chosen in the style section of this document. The new weapon can be any ranged weapon, and you are proficient with the weapon while it's formchanged. You use the weapon's chosen spell attack modifier for the attack and damage rolls for the weapon. If the weapon has the light property, you are able to summon two of the weapon. Instead of using the normal and long ranges of the new weapon, the weapon has a range of 60 feet, and you do not suffer disadvantage with ranged weapon attacks made with your formchanged heartbound focus. The weapon conjures its own ammunition when you attack with it and uses the new weapon's damage die size (unless your heartbound focus's damage dice is larger).

    While your heartbound focus is formchanged, spells of first level or higher that you cast using it as a focus add your spellcasting modifier to damage rolls.

    Aesthetically, you can make the transformation take of the form of a staff, a wand, a guitar, or other 'mystical' shape. Mechanically, it is still treated as the chosen ranged weapon.

Optional 5th Level Feature: Traverse Worlds

The heartbound's most original purpose was to connect to other people's hearts, wherever they might be. This means a heartbound weapon acts as a guiding key that opens pathways to faraway worlds and places to meet the people there and grow one's heart. Your game might not be appropriate for such a thing, though, and this should be considered optional, or moved to a level where it would be more appropriate, maybe even an earlier level.

As an action, you can point your heartbound weapon as a point you can see withing 10 feet of you. This opens a magical portal that lets you and up to five friendly creatures traverse the ethereal plane to The Border Ethereal, as described on in the Dungeon Master's Guide (pg. 48). This portal remains opened for one minute, and no creatures other than the ones you allow can enter it. From The Border Ethereal, you can then use your heartbound weapon to enter a new plane.

While traveling the ethereal plane this way, you can't see out into other planes beyond being able to gain a basic idea of what a plane is like, as the pathways your heartbound weapon open are less direct than other forms of planar travel. You might still meet other creatures on the ethereal plane, both friendly and hostile. The location you arrive at when traveling planes is random unless you know an exact location you want to arrive in that overlaps with The Border Ethereal. Your DM might rule that a plane is unreachable with your heartbound weapon, or there is a disturbance that prevents you from using this feature or choose a specific location.

Straying off of the path your heartbound creates could get you horribly lost, winding up on worlds far, far from your home plane, and facing great dangers.

On Optimal Building and Flavorful Theming

The formchange feature allows for an incredible level of versatility, far more than simply carrying around extra weapons would. The swiftness of being able to switch weapons and damage types can strongly bend the action economy in the player's favor. Having a sword that can suddenly turn into a bow that fires flaming arrows gives players a multitude of options they wouldn't normally have. Having the defensive power of a shield while also being able to deal 2d6+5 lightning damage could also be problematic, and the more sure damage of the rod's ranged weapons could give a spellcaster a surer source of damage to fall back on and, again, options they might not have had normally.

As a DM, the final decision is yours on what this weapon is. Here are two somewhat conflicting pieces of advice; put having fun first, and don't let players focus too much on an optimal build. Having a heartbound that starts as a shortsword and grows into a greatsword should be just as valid as a pike that turns into a longbow or a shield that becomes a whip. The point of a heartbound weapon is to show off the user's heart, not 'win the game'. Put emphasis on the flavor of the weapon, and let players enjoy what they get in any way they can.

Formchange+

At 9th level, your heartbound can formchange into something even stronger, gaining more effects and bonuses while transformed. The bonuses depend on your heartbound's style.

  • Sword. While formchanged, your heartbound weapon's damage dice increases by one die size (1d4 to 1d6, 1d6 to 1d8, ect...). If the weapon's damage dice is 1d12, it becomes 2d6. If it's 2d6, it becomes 2d8. In addition, while your weapon is transformed, you can add your strength or dexterity modifier (your choice) to your spell's attack and damage rolls, and your spell save DC.

  • Shield. While formchanged, your shield gains the thrown (20/60) property, and immediately returns to your hand after being thrown. You also gain a bonus to your saving throws equal to the AC bonus provided by your shield. Additionally, as a reaction to acreature within 20 feet of you other than yourself being targeted by an attack or effect that forces them to make a saving throw, you can add the bonus provided by your shield to their AC and saving throws until the end of the current turn. You must decide to do this before the attack roll or saving throw is made.

  • Rod. The range of your formchanged focus's weapon attacks becomes 100 feet. Additionally, when you successfully hit a target with a weapon attack from your formchanged heartbound focus, you can cast a spell centered on it other than a spell with a target of self. For example, if your chosen spell has a range of touch, you cast the spell as if you are close enough to the target while still making the appropriate attack rolls (if needed). If the spell moves in a line like lightning bolt, the spell is cast as if the struck target is the origin point for the casting of the spell (while moving in a straight line away from you).

    If a spell has a positive effect, such as cure wounds, you can treat the spell as having a range of 100 feet while your heartbound focus is formchanged and you are using it to cast spells. Aura effects are not affected by this.

    You also gain a hover speed equal to your walking speed while your heartbound focus is formchanged.

You now regain the use of your formchange on a short or long rest.

Ability Up

At 13th level, your training with your heartbound manifests in a new outward stength, not needing to formchange your heartbound to call upon this new power. You gain a new feature based on your heartbound's style.

  • Sword. When you take the attack action on your turn or cast a spell as an action, you can make one more attack with your heartbound weapon as a bonus action. On your turn, you can replace one of your attacks with the casting of a spell that as a casting time of an action or bonus action. In addition, you don't need your weapon to be formchanged to use the alternate damage type you normally gain from it that is not bludgeoning, piercing, or slashing. If your weapon has the loading property, normal or formchanged, you now ignore it.

    Your walking speed also increases by 10 feet.

  • Shield. The damage dice for your shield becomes 1d8 and gives resistance to the damage type chosen in the forchange feature. In addition, you don't need your weapon to be formchanged to use the alternate damage type you normally can use from it being formchanged that is not bludgeoning, piercing, or slashing. As a reaction after a creature you can see fails to hit you with an attack, or you succeed on saving throw against a creature you can see, you make an attack against the creature with your heartbound shield. You add the bonus your heartbound shield currently provides to your AC to the attack roll.

    You also gain the ability to, as a reaction after a creature you can see fails to hit you with an attack, or you succeed on saving throw against a creature you can see, cast a spell with a casting time of an action or a bonus action. The target must be within 10 feet of you, and you target the spell centered on the target. If the spell has an area of effect, such the spell fireball, you and any creatures you choose up to your heartbound shield's current bonus to your AC are unaffected by the spell.

  • Rod. Your heartbound focus's damage dice increases to 1d6. In addition, you don't need your weapon to be formchanged to use the alternate damage type you normally can use from it being formchanged. You gain access to a 6th level spell from any spell list. This spell is decided at the moment of the weapon's creation. The spell is added to your prepared spells (assuming you have the spell slots to cast it). You are able to cast the spell once without expending spell slots. Once you have cast this spell this way, you must finish a long rest before you can do so again.

Mark of Mastery

At 17th level, you have mastered the use of your heartbound, and a mark of mastery is etched into your being. It is not a mark that can be physically seen, but instead shows itself in the way you carry yourself. Your heartbound gains new bonuses based on the style of your heartbound weapon.

  • Sword. Your heartbound weapon adds an extra die to the damage rolls of your heartbound weapon attacks. As an example, if the damage dice for your heartbound weapon is 1d8, it is now 2d8. If your heartbound weapon formchanges into something that deals 1d10 damage, it now deals 2d10 damage. A weapon that deals 2d6 damage normally or 2d8 damage after formchange still only gains one die, becoming 3d6 or 3d8 respectively.

    While your heartbound weapon is formchanged and you deal damage to a creature with a weapon attack or spell, you can choose to double the damage dice used to determine damage. You cannot do this if the attack was a critical hit. Once you have done this, your heartbound weapon's formchange immediately ends.

  • Shield. Your heartbound shield grants you resistance to bludgeoning, piercing, and slashing damage while wielding your heartbound shield. You have immunity to the damage type chosen for the heartbound shield in the formchange feature.

    While formchanged, your heartbound shield gains superior defensive capabilities. When you take damage of any type, you can choose to halve the damage (no action required). You then become immune to the damage you took until the end of your next turn, and cannot use this effect again until the end of your next turn as well. As a reaction to a creature taking damage within 20 feet of you, you can give this defense to them, halving the initial damage and making them immune to the damage type until the end of their next turn. This immunity ends if your formchange ends while it is happening.

    When you take damage while your heartbound shield is formchanged, you gain one charge, up to a maximum of of charges equal to the bonus to your AC your heartbound shield is providing. As an action, you can expend these charges and unleash the stored energy. Each creature of your choice within 20 feet of you must make a Dexterity saving throw against your heartbound weapon's spell save DC. On a failure, a creature takes 2d8 damage of a type your heartbound shield can deal for each expended charge, or half as much on a success. Once you have done this, your heartbound shield's formchange immediately ends. All charges disappear when your heartbound shield's formchange ends.

  • Rod. Your heartbound focus's damage dice increases to 1d8. Your heartbound focus gives you advantage on saving throws against spells and magical effects, representing your mastery over magic. In addition, when you fail a saving throw against a spell or magical effect, you can choose to succeed instead. You can do this three times, and regain all expended uses when you finish a long rest.

    While your Heartbound Focus is formchanged, you can cast any spell you have prepared of 5th level or lower as if it were cast with an 7th level spell slot. Once you have done so and the spell ends, your heartbound focus's formchange immediately ends. If the spell's duration is longer than the remaining duration of your heartbound focus's formchange, the spell ends when the formchange ends.

Example Heartbound

The previous section can seem dense and convoluted at first glance, and a second glance would reveal this to be true. Like a heart, a heartbound weapon is complex. However, once a heartbound comes together, they are much easier to understand, so unlike the hearts of men, elf, gnome, orc, or whatever else exists out in the worlds.

The following are five example heartbound to give an idea of what one might look like. As heartbound weapons are more common and varied than shields and focuses, there are two more of those.

Kingdom Key

Heartbound weapon (warhammer), artifact (requires attunement by a fighter, paladin, or warlock with Pact of the Blade with a wisdom score of 12)

This key shaped weapon has the weight and balance of a longsword, but it's blunt edge can make it seem less deadly. This reflects the heart of the boy whose heart this weapon was born from. Kind and gentle, but fierce when it came to defending his friends, his heart always guided him towards his friends and protecting them, and nothing would stop him.

Kingdom Key imposes the following special properties while you are attuned to it.

Defender. The heart of this boy would never give up. While you are below half of your total hit points and wielding Kingdom Key, you gain a +1 bonus to your AC.

Not the Sharpest. The boy whose heart Kingdom Key was born from didn't entirely understand what was going on around him most of the time. You have disadvantage on investigation skill checks.

Bound to Your Heart. As a weapon of the heart, Kingdom Key is bound to yours while you are attuned to it. You can dismiss Kingdom Key into the confines of your heart, storing it in a demiplane located within. You can do this on your turn with no action required. You can summon Kingdom Key from your heart to your hand with a bonus action. While Kingdom Key is within 60 feet of you and you can see it, you can summon it to your hand as a bonus action.

If another creature is holding Kingdom Key while you are trying to summon it and wishes to keep it, you both make an Intelligence, Wisdom, or Charisma check in a contest (each creature chooses). If you win, Kingdom Key returns to your hand. If the opposing creature wins, it stays in their grasp.

Heartbound Magic

While attuned to and wielding Kingdom Key, you know the light cantrip, and know other spells as you gain levels as shown on the following table.

Level Spell
2nd Heroism
5th Knock
9th Beacon of Hope
13th Guardian of Faith
17th Dawn

If your class has the spellcasting or pact magic feature, these spells count as spells for your spellcasting class, you use your spellcasting score from your class for them and these spells are always prepared for you. Wisdom is your your spellcasting ability for these spells otherwise, as the boy whose heart made this weapon was wise despite his youth.

Kingdom Key can act as a spellcasting focus for any of your spells, but must be used as a spellcasting focus for the spells Kingdom Key bestows on you. While using it as a spellcasting focus, Kingdom Key can replace any material components with a cost unless the material would be consumed upon casting the spell.

You can cast each of the spells Kingdom Key bestows on you once, without expending spell slots. You regain uses of each spell when you finish a long rest. At 13th level, you regain uses of these spells after finishing a short or long rest.

Growing Power

Kingdom Key strengthens as your heart strengthens, gaining a bonus to attack and damage rolls made with the weapon as you gain levels. At 5th level, this bonus is a +1 to both rolls. At 9th level this becomes a +2 bonus. At 13th level this becomes a +3 bonus. At 17th level, this becomes a +4 bonus. You cannot be wielding a shield or a different spellcasting focus at the same time as Kingdom Key and gain this benefit.

Formchange

When you reach 5th level, Kingdom Key can unleash the strength of your heart in a burst called a formchange, transforming Kingdom Key with a brilliant shine of light, the form of a glowing blade taking shape around it.

You can activate the formchange as a bonus action while holding Kingdom Key, and the transformation lasts for one minute. While formchanged, Kingdom Key loses its versatile property and gains the two-handed property, while it's damage die changes to 2d6. While Kingdom Key is formchanged and you successfully attack a creature with it, you can choose to deal bludgeoning, piercing, or radiant damage with it (your choice when you score a hit).

Formchange+

At 9th level, Kingdom Key reflects the growing strength in your heart and gains new power while transformed. Kingdom Key now deals 2d8 damage while formchanged, and you can add your strength or dexterity modifier (your choice) to the attack and damage rolls of any spells cast with Kingdom Key while it is formchanged.

You also regain the use of formchange on a short or long rest.

Ability Up

At 13th level, the power within your heart unleashes itself while you are attuned to Kingdom Key, giving you greater mastery over the strength it provides you. When you take the attack action on your turn or cast a spell as an action, you can make another attack as a bonus action with Kingdom Key. On your turn, you can replace one of your attacks with Kingdom Key with a spell that has a casting time of an action or a bonus action.

When you successfully hit a creature or object with Kingdom Key, you can choose for the damage to be radiant.

Finally, your movement speed increases by 10 feet.

Mark of Mastery

At 17th level, you've mastered the power of your heart, and Kingdom Key recognizes this. You add an extra damage die to Kingdom Key's damage rolls (so now Kingdom Key deals 2d8 and 2d10 while being wielded in two hands). While formchanged, the damage dice becomes 3d8.

While Kingdom Key is formchanged, you can unleash a devastating blow. When you deal damage to a creature with a weapon attack from Kingdom Key or a spell cast through it, you can choose to double the damage dice used to determine damage. You cannot do this if the attack was a critical hit. Once you have done this, the formchange immediately ends.

Frozen Pride

Heartbound Shield, artifact (requires attunement by a neutral aligned fighter or warlock with an intelligence and charisma score of 12)

The difference between pride and confidence can be a blurry line, but the man whose heart gave birth to this heartbound would say there's a fine line. A brilliant scholar, the cold, calculating fellow had an icy demeanor. This wasn't to say he was cruel - though he was. But he at least got better. Eventually.

Frozen Pride imposes the following special properties while you are attuned to it.

Know It All. The man who birthed Frozen Pride was incredibly intelligent. You gain proficiency in intelligence (arcana) skill checks. If you already have proficiency, you gain advantage instead.

A Cold Heart. Though the man tried not to be a condescending, it was easy when everyone was an idiot. You gain the flaw, "I think everyone is stupider than me until they prove otherwise."

Weaponized Defense. Frozen pride has the normal properties of a shield, but can also be used as a weapon. It has the finesse property and deals 1d6 bludgeoning damage.

Bound to Your Heart. As a tool of the heart, Frozen Pride is bound to yours while you are attuned to it. You can dismiss Frozen Pride into the confines of your heart, storing it in a demiplane located within. You can do this on your turn with no action required. You can summon Frozen Pride from your heart to your hand with a bonus action. While Frozen pride is within 60 feet of you and you can see it, you can summon it to your hand as a bonus action.

If another creature is holding Frozen Pride while you are trying to summon it and wishes to keep it, you both make an Intelligence, Wisdom, or Charisma check in a contest (each creature chooses). If you win, Frozen Pride returns to your hand. If the opposing creature wins, it stays in their grasp.

Heartbound Magic

While attuned to and wielding Frozen Pride, you know the frostbite* cantrip, and know other spells as you gain levels as shown on the following table.

Level Spell
2nd Ice Knife
5th Snilloc’s Snowball Swarm*
9th Sleet Storm
13th Ice Storm
17th Cone of Cold

*found in the Elemental Evil Player's Companion

If your class has the spellcasting or pact magic feature, these spells count as spells for your spellcasting class, you use your spellcasting score from your class for it and are always prepared. Otherwise Intelligence is your your spellcasting ability for these spells, as the man Frozen Pride was born from used his vast mind to examine magic.

Frozen Pride can act as a spellcasting focus for any of your spells, but must be used as a spellcasting focus for the spells Frozen Pride bestows on you. While using it as a spellcasting focus, Frozen Pride can replace any material components with a cost unless the material would be consumed upon casting the spell.

You can cast each of the spells Frozen Pride bestows on you once, without expending spell slots. You regain uses of each spell when you finish a long rest. At 13th level, you regain uses of these spells after finishing a short or long rest.

Growing Power

Frozen pride strengthens as your heart strengthens, giving you a bonus to your AC as you learn to defend yourself with your heart, instead of guarding your heart. At 5th level, this bonus is a +1 to your AC. At 9th level this becomes a +2 bonus. At 13th level this becomes a +3 bonus. At 17th level, this becomes a +4 bonus. You cannot be wielding a weapon or a different spellcasting focus at the same time as Frozen Pride and gain this benefit.

Formchange

When you reach 5th level, Frozen Pride can unleash the strength of your heart in a burst called a formchange, transforming Frozen Pride with a cold burst of ice and snow into a large implement good for slicing subjects open.

You can activate the formchange as a bonus action while holding Frozen Pride, and the transformation lasts for one minute. While formchanged, the Froze Pride gains the two handed property and its damage die becomes 1d12, and can deal bludgeoning, slashing, or cold damage (your choice when you successfully score a hit). You are proficient with Frozen Pride's new form. Frozen Pride still functions as a shield while formchanged.

Formchange+

At 9th level, Frozen Pride reflects the growing strength in your heart and gains new power while transformed. While formchanged, Frozen Pride gains the thrown (20/60) property, and returns to your hand after being thrown if you want it to. You also gain a bonus to your saving throws equal to the total bonus Frozen Pride currently provides to your AC.

You can also extend your defensive power to allies in need. As a reaction to an creature other than yourself being targeted by an attack or effect that forces them to make a saving throw, you can add the bonus currently by the shield to their AC and saving throws until the end of the current turn. You must use your reaction before the attack roll or saving throw has been made.

You now regain your use of formchange on a short or long rest.

Ability Up

At 13th level, the power within your heart unleashes itself while you are attuned to Frozen Pride, giving you greater mastery over the strength it provides you. The damage dice for Frozen Pride becomes 1d8 and gives resistance to cold damage while being held, and you when you score a hit with Frozen pride, you can choose for the damage to be bludgeoning or cold.

As a reaction after a creature you can see fails to hit you with an attack, or you succeed on saving throw against a creature you can see, you make an attack against the creature with Frozen pride, adding the bonus Frozen Pride currently provides to your AC to the attack roll.

Also as a reaction after a creature you can see fails to hit you with an attack, or you succeed on saving throw against a creature you can see within 10 feet of you, you can cast a spell with a casting time of an action or a bonus action, centered on the attacking creature. If the spell has an area of effect like fireball, you can choose to have yourself and a number of creatures equal to the current bonus your shield is providing to your AC unaffected by the spell.

Mark of Mastery

At 17th level, you've mastered the power of your heart, and Frozen Pride recognizes this. While wielding Frozen Pride, you have resistance to bludgeoning, piercing, and slashing damage, and immunity to cold damage.

While formchanged, Frozen Pride's icy defense becomes almost unbreakable once you've decided to erect it. When you take damage of any type, you can choose to halve the damage (no action required). You then become immune to the damage you took until the end of your next turn. You can only have one instance of immunity provided by this effect on yourself. As a reaction to a creature taking damage within 20 feet of you, you can provide this defense to them, halving the initial damage and giving them immunity to the damage type until the end of their next turn. Any immunity provided from Frozen Pride while formchanged immediately ends if the the formchange ends.

When you take damage while Frozen Pride is formchanged, you gain one charge up to a maximum of the current bonus to your AC Frozen Pride is provides. An an action, you can expend all charges and force any creature within 20 feet of you to make a Dexterity saving throw against your spell save DC. Each creature takes 2d8 bludgeoning, slashing, or cold damage per charge spent, or half as much on a successful save. Once you have done this, your formchange immediately ends. All charges disappear when your formchange ends.

Angry Mallet

Heartbound rod, artifact (requires attunement by a sorcerer, warlock, or wizard)

This mallet, despite it's appearance, is in fact a tool for magic. When the common folk think of a learned wizard, they think of someone calm and collected, maybe even serene, or they have the image of the crazed wizard in their tower causing havoc for poor folk caught in their madness.

The heart who bore the Angry Mallet tried very hard to be that first image, but had plenty of moments of that second one. When he found out what his heartbound was, he beat the wizard that had crafted it with it. Thankfully, his temper tempered in his older years.

Angry Mallet imposes the following special properties while you are attuned to it.

Calm Mind. The one who Angry Mallet was born from was able to keep a calm mind in most situations, and remain focused on the task that needed to be done. You have advantage on saving throws against being charmed.

Going Quackers. ...But when he got angry, he got very angry. You gain the flaw, "I get angry when I fail at something and take it out on the people closest to me."

Whacking Stick. Angry Mallet can be used as a weapon. It has the finesse property and deals 1d4 bludgeoning damage. You are proficient with this weapon.

Furious Power. When you deal bludgeoning damage with Angry Mallet while using it as a weapon or while using it as a focus for spellcasting, you can roll the damage twice and take the higher damage result.

Bound to Your Heart. As a tool of the heart, Angry Mallet is bound to yours while you are attuned to it. You can dismiss Angry Mallet into the confines of your heart, storing it in a demiplane located within. You can do this on your turn with no action required. You can summon Angry Mallet from your heart to your hand with a bonus action. While Angry Mallet is within 60 feet of you and you can see it, you can summon it to your hand as a bonus action.

If another creature is holding Angry Mallet while you are trying to summon it and wishes to keep it, you both make an Intelligence, Wisdom, or Charisma check in a contest (each creature chooses). If you win, the Angry Mallet returns to your hand. If the opposing creature wins, it stays in their grasp.

Heartbound Magic

While attuned to and wielding Angry Mallet, you know the thaumaturgy cantrip, and know other spells as you gain levels as shown on the following table.

Level Spell
1st Detect Magic
3rd Crown of Madness
5th Erupting Earth*
7th Storm Sphere*
9th Maelstrom*

*found in the Elemental Evil Player's Companion

If your class has the spellcasting or pact magic feature, these spells count as spells for your spellcasting class, you use your spellcasting score from your class for it and are always prepared. Otherwise Intelligence is your your spellcasting ability for these spells, as the wizard who gave birth to Angry Mallet was a learned man, surprisingly.

Angry Mallet can act as a spellcasting focus for any of your spells, but must be used as a spellcasting focus for the spells Angry Mallet bestows on you. While using it as a spellcasting focus, Angry Mallet can replace any material components with a cost unless the material would be consumed upon casting the spell.

You can cast each of the spells Angry Mallet bestows on you once, without expending spell slots. You regain uses of each spell when you finish a long rest. At 13th level, you regain uses of these spells after finishing a short or long rest.

Growing Power

Angry Mallet strengthens as your hearts strengthens, giving you a stronger mastery over magic. At 5th level, you add a +1 to your spellcasting attack bonus and DC. This bonus increases to +2 at 9th level, +3 at 13th level, and +4 at 17th level. You cannot be wielding a weapon or shield with Angry Mallet and gain this bonus.

Formchange

When you reach 5th level, Angry Mallet can unleash the strength of your heart in a burst called formchange, transforming Angry Mallet into a powerful tool for magic. The rod becomes a ranged weapon, though disadvantage is not imposed on you by an enemy creature being within 5 feet of you. It has a range of 60 feet and conjures its own ammunition from the frustration hidden in your heart. It has the two-handed property, a range of 60 feet, its damage is 1d6 bludgeoning, and you use your spell attack modifier for its attack and damage rolls.

While formchanged and using Angry Mallet as a spellcasting focus, you can add your spellcasting modifier to damage rolls of spells you cast of first level or higher.

Formchange+

At 9th level, Angry Mallet reflects the growing strength in your heart and gains new power while transformed. The range of your formchanged weapon is now 100 feet.

When you successfully hit a creature or object with a weapon attack from Angry Mallet while formchanged, you can cast a spell centered on the target other than a spell with a target of self.

If you have a spell with a positive effect, such as guidance or spider climb without a range of self, the range of the spell increases to 100 feet.

You also gain a flying (hover) speed equal to your walking speed while Angry Mallet is formchanged.

Finally, you regain your use of formchange on a short or long rest.

Ability Up

At 13th level, the power within your heart unleashes itself while you are attuned to Angry Mallet, giving you greater mastery over the strength it provides you. Angry Mallet now deals 1d6 bludgeoning damage without being formchanged.

You learn the spell bones of the earth, and it is added to the list of prepared spells Angry Mallet bestows on you. You are able to cast this spell once without expending any spell slots. Once you have cast this spell this way, you must finish a long rest to do so again.

Mark of Mastery

At 17th level, you've mastered the power of your heart, and Angry Mallet recognizes this. Angry Mallet's damage dice size is now 1d8, whether it's formchanged or not.

You now have advantage on saving throws against spells. If you fail a saving throw, you can choose to succeed instead. You can do this three times, and regain all expended uses when you finish a long rest.

While Angry Mallet is formchanged, you can unleash a devastating blast of magic. You can cast any spell you have prepared of 5th level or lower as if casting it with a 7th level spell slot. Once you have done so and the spell ends, your heartbound focus's formchange immediately ends. If the spell's duration is longer than the remaining duration of your heartbound focus's formchange, the spell ends when the formchange ends.

Envious Viper

Heartbound weapon (rapier), artifact (requires attunement by a fighter, rogue, ranger, or warlock with the Pact of the Blade feature with an Intelligence score of 12)

This weapon's elegant shape contrasted with the thorny, sharp style of it's blade betrays the heart of its first wielder. While an intelligent, beautiful young woman who aspired to be a great mage, she was a jealous person who desired everything her friends had that she did not. Respect, recognition, attention. Though she held this envy in for so long, seeing Envious Viper forced her to face it... and she surrendered to it.

Envious Viper imposes the following special properties while you are attuned to it.

See the Value. The girl who bore Envious Viper had an eye for detail, and could size up someone's character quickly. You have proficiency in insight checks. If you're already proficient, you gain advantage on insight checks.

Take It. When she saw Envious Viper, she decided that if this envy was the true nature of her heart, then she would embrace it. You gain the flaw, "I covet the things others have that I don't. If something is valuable enough, be it object or status, and I think I can take it, I will try to, even if I will discard it."

Bound to Your Heart. As a weapon of the heart, Envious Viper is bound to yours while you are attuned to it. You can dismiss Envious Viper into the confines of your heart, storing it in a demiplane located within. You can do this on your turn with no action required. You can summon Envious Viper from your heart to your hand with a bonus action. While Envious Viper is within 60 feet of you and you can see it, you can summon it to your hand as a bonus action.

If another creature is holding Envious Viper while you are trying to summon it and wishes to keep it, you both make an Intelligence, Wisdom, or Charisma check in a contest (each creature chooses). If you win, Envious Viper returns to your hand. If the opposing creature wins, it stays in their grasp.

Heartbound Magic

While attuned to and wielding Envious Viper, you know the poison spray cantrip, and know other spells as you gain levels as shown on the following table.

Level Spell
2nd Chromatic Orb
5th Detect Thoughts
9th Elemental Weapon
13th Charm Monster
17th Dominate Person

If your class has the spellcasting or pact magic feature, these spells count as spells for your spellcasting class, you use your spellcasting score from your class for them and these spells are always prepared for you. Intelligence is your your spellcasting ability for these spells otherwise, as the girl was wickedly intelligent.

Envious Viper can act as a spellcasting focus for any of your spells, but must be used as a spellcasting focus for the spells Envious Viper bestows on you. While using it as a spellcasting focus, Envious Viper can replace any material components with a cost unless the material would be consumed upon casting the spell.

You can cast each of the spells Envious Viper bestows on you once, without expending spell slots. You regain uses of each spell when you finish a long rest. At 13th level, you regain uses of these spells after finishing a short or long rest.

Growing Power

Envious Viper strengthens as your heart strengthens, gaining a bonus to attack and damage rolls made with the weapon as you gain levels. At 5th level, this bonus is a +1 to both rolls. At 9th level this becomes a +2 bonus. At 13th level this becomes a +3 bonus. At 17th level, this becomes a +4 bonus. You cannot be wielding a shield or a different spellcasting focus at the same time as Kingdom Key and gain this benefit.

Formchange

When you reach 5th level, Envious Viper can unleash the strength of your heart in a burst called a formchange, transforming Envious Viper with a gnarled, twisted cracking like bones as it unleashes it's want for victory.

You can activate the formchange as a bonus action while holding Envious Viper, and the transformation lasts for one minute. While formchanged, Envious Viper gains the versatile (1d10) property and deals piercing, slashing, or poison damage (your choice when you score a hit).

Formchange+

At 9th level, Envious Viper reflects the growing strength in your heart and gains new power while transformed. Envious Viper now deals 1d12 damage while formchanged, and you can add your strength or dexterity modifier (your choice) to the attack and damage rolls of any spells cast with Envious Viper while it is formchanged.

You also regain the use of formchange on a short or long rest.

Ability Up

At 13th level, the power within your heart unleashes itself while you are attuned to Envious Viper, giving you greater mastery over the strength it provides you. When you take the attack action on your turn or cast a spell as an action, you can make another attack as a bonus action with Envious Viper. On your turn, you can replace one of your attacks with Envious Viper with a spell that has a casting time of an action or a bonus action.

When you successfully hit a creature or object with Envious Viper, you can choose for the damage to be poison.

Finally, your movement speed increases by 10 feet.

Mark of Mastery

At 17th level, you've mastered the power of your heart, and Envious Viper recognizes this. You add an extra damage die to Envious Viper's damage rolls (so now Envious Viper deals 2d8). While formchanged, the damage dice becomes 2d12.

While Envious Viper is formchanged, you can unleash a devastating blow. When you deal damage to a creature with a weapon attack from Envious Viper or a spell cast through it, you can choose to double the damage dice used to determine damage. You cannot do this if the attack was a critical hit. Once you have done this, the formchange immediately ends.

Sharpshooter

Heartbound weapon (hand crossbow), artifact (requires attunement by a fighter, ranger, or warlock with the Pact of the Blade feature with a Charisma score of 12)

Some men hunt to survive. Some hunt for sport. Some hunt because they're sick and cruel. And some hunt because they're ordered to. Sharpshooter came from the heart of a man who was all these things. Charismatic, but hardly charming, the man only ever truly cared about the goal he was aiming for, and seemed to bend the laws of physics to get the job done.

Sharpshooter imposes the following special properties while you are attuned to it.

A Deadeye. The man who first used Sharpshooter rarely missed what he was looking to hunt down when he took the time to aim for them. You learn the true strike cantrip.

A Dead Eye. Sharpshooter's first wielder was missing an eye, his face disfigured from a terrible battle before he gained his heartbound, and the question haunted him if he was good enough with just one eye. You have disadvantage on perception skill checks.

Bound to Your Heart. As a weapon of the heart, Sharpshooter is bound to yours while you are attuned to it. You can dismiss Sharpshooter into the confines of your heart, storing it in a demiplane located within. You can do this on your turn with no action required. You can summon Sharpshooter from your heart to your hand with a bonus action. While Sharpshooter is within 60 feet of you and you can see it, you can summon it to your hand as a bonus action.

If another creature is holding Sharpshooter while you are trying to summon it and wishes to keep it, you both make an Intelligence, Wisdom, or Charisma check in a contest (each creature chooses). If you win, Sharpshooter returns to your hand. If the opposing creature wins, it stays in their grasp.

Two for One, My Magic Gun. When you attack with Sharpshooter in its normal form, you can summon a second Sharpshooter for the purposes of attacking with two weapons. You still only have one Sharpshooter for all other purposes. Sharpshooter conjures its own ammunition when attacking with it.

Heartbound Magic

While attuned to and wielding Sharpshooter, you know the sword burst cantrip, and know other spells as you gain levels as shown on the following table.

Level Spell
2nd Magic Missile
5th Spider Climb
9th Conjure Barrage
13th Freedom of Movement
17th Conjure Volley

If your class has the spellcasting or pact magic feature, these spells count as spells for your spellcasting class, you use your spellcasting score from your class for them and these spells are always prepared for you. Charisma is your your spellcasting ability for these spells otherwise, as the man who first used Sharpshooter was incredibly confident in his abilities.

Sharpshooter can act as a spellcasting focus for any of your spells, but must be used as a spellcasting focus for the spells Sharpshooter bestows on you. While using it as a spellcasting focus, Sharpshooter can replace any material components with a cost unless the material would be consumed upon casting the spell.

You can cast each of the spells Sharpshooter bestows on you once, without expending spell slots. You regain uses of each spell when you finish a long rest. At 13th level, you regain uses of these spells after finishing a short or long rest.

Growing Power

Sharpshooter strengthens as your heart strengthens, gaining a bonus to attack and damage rolls made with the weapon as you gain levels. At 5th level, this bonus is a +1 to both rolls. At 9th level this becomes a +2 bonus. At 13th level this becomes a +3 bonus. At 17th level, this becomes a +4 bonus. You cannot be wielding a shield or a different spellcasting focus at the same time as Kingdom Key and gain this benefit.

Formchange

When you reach 5th level, Sharpshooter can unleash the strength of your heart in a burst called a formchange, transforming Sharpshooter into a precision tool for hunting, whatever the game.

You can activate the formchange as a bonus action while holding Sharpshooter, and the transformation lasts for one minute. While formchanged, Sharpshooter gains the Ammunition (range 150/600) and the two-handed properties, and loses the loading property. Additionally, Sharpshooter can deal 1d8 piercing or force damage (your choice when you score a hit) and can use arrows or bolts.

Formchange+

At 9th level, Sharpshooter reflects the growing strength in your heart and gains new power while transformed. Sharpshooter now deals 1d10 damage while formchanged, and you can add your strength or dexterity modifier (your choice) to the attack and damage rolls of any spells cast with Envious Viper while it is formchanged.

You also regain the use of formchange on a short or long rest.

Ability Up

At 13th level, the power within your heart unleashes itself while you are attuned to Sharpshooter, giving you greater mastery over the strength it provides you. When you take the attack action on your turn or cast a spell as an action, you can make another attack as a bonus action with Sharpshooter. On your turn, you can replace one of your attacks with Envious Viper with a spell that has a casting time of an action or a bonus action.

When you successfully hit a creature or object with Sharpshooter, you can choose for the damage to be force.

Finally, your movement speed increases by 10 feet.

Mark of Mastery

At 17th level, you've mastered the power of your heart, and Envious Viper recognizes this. You add an extra damage die to Sharpshooter's damage rolls (so now Sharpshooter deals 2d6). While formchanged, the damage dice becomes 2d10.

While Sharpshooter is formchanged, you can unleash a devastating blow. When you deal damage to a creature with a weapon attack from Envious Viper or a spell cast through it, you can choose to double the damage dice used to determine damage. You cannot do this if the attack was a critical hit. Once you have done this, the formchange immediately ends.

Heartbound in Your Game

Heartbound are designed after legacy weapons in older editions of D&D. Legacy weapons were modeled after the idea of a weapon or item that grew in power with the wielder, and heartbound are obviously the same. Each tier is modeled after the tiers of magic items in D&D. These tiers are common, uncommon, rare, very rare, and legendary, making the assumption that every 4 levels you allow your players to receive a new tier of magical items to play with.

This means that if by some miracle a player reaches level 17 and has a heartbound, they have a magic item that's essentially four magic items in one. This can be extremely powerful, and DM's should take this into consideration before crafting games in higher tiers of play. But even at earlier levels of play this can provide a great boost in power.

In general, games should be fun before they're balanced, but a heartbound shouldn't cause too much of a disturbance at earlier levels. It might depend on how many heartbound you allow in your game, as the extra free casting of spells can apply a lot of extra damage depending on what sort of spells you allow their heartbound to possess.

Past the mechanics, heartbound are meant to be tools of a person's heart and ought to represent a sort of status. What that means in your games is up to you. Perhaps they are the weapons of a powerful order that governs the world, or maybe they are the tools of lore that come to folk heroes in times of need. Think about what it means for a character to have a heartbound, especially if you allow the optional feature that allows a character to travel to other worlds.

As is natural for a D&D game, everyone wants to feel cool. Not everyone might want a heartbound, though, and even a player with a heartbound will want new treasure to play with. If there is a player without a heartbound, make sure to give them access to magic items and treasure so they can feel rewarded and powerful as well, but make sure a heartbound wielding player has the chance to gain loot. Before really diving into having a heartbound, make sure your players understand the sort of treatment they should expect.

Credits

Homebrew content was made by u/TheConflictedWriter

Gunblade image taken from the Dungeon Defenders Wiki, and is the copyright of Trendy Entertainment.

Mad Moonado is copyright makaihana975

The images of Oathkeeper, Demys, Magic Rod, Luxord, Riku, Turtle Shield, Ultimate Mushroom, Kingdom Hearts, Kingdom Key, Frozen Pride, Magic Mallet, Invi's Keyblade, and Sharpshooet are taken from https://www.khwiki.com/, and are the copyright of Square Enix.

Optional Rule: Faceted Hearts

By this point, the inspiration for a heartbound should be obvious to you. As such, the idea of a player having multiple heartbound might come to mind. Letting a character attune to more than one heartbound as they're designed here without any restrictions is a generally bad idea. The player will have so much magical and martial power that they will essentially become demigods.

Even with some restrictions, having multiple heartbound can be a lot to keep track of. The amount of options they provide is already bordering on too much for some people, and having another one may be too many options to think through. But if you trust your player or yourself and think you can manage it all, consider the following optional rule.

Instead of attuning to a new heartbound in a traditional way, you can perform a ritual that can be completed during a long rest that will merge a new heartbound into your current one, allowing it to take up the same space in your heart. You can then swap between them by dismissing one and summoning another as a bonus action, with the rule in place that your heartbound share the same resource of your heart's strength, using your initial hearbound's spellcasting modifier.

For example, assuming you were attuned to the heartbound Kingdom Key and Sharpshooter you'd have access to the spells heroism and magic missile, the 1st level spells the two heartbound provide. If you cast heroism using Kingdom Key you are unable to cast magic missile using Sharpshooter, as that was your free casting of a 1st level spell heartbound bestows on you.

Likewise, resources such as formchange uses are restricted to one per short or long rest (depending on your level), regardless of how many heartbound a character possesses. Once you've formchanged a heartbound, you cannot change to another heartbound until your current use of formchange ends.

This will provide players with the flavor of owning several different heartbound and even provide more versatility, without breaking the game. Even with this said, don't be afraid to let the players, and their foes, experience a taste of great power every now and then.

 

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